RakNet
MessagePack
RakNet | MessagePack | |
---|---|---|
6 | 22 | |
3,029 | 1,378 | |
- | 0.3% | |
0.0 | 8.1 | |
over 2 years ago | 5 days ago | |
HTML | Java | |
GNU General Public License v3.0 or later | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RakNet
-
Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
-
Does anyone has the raknet src of roblox
Here
-
Multiplayer Networking Solutions
Raknet No longer worked on but from what I've read, it's complete and working. It has been used in many games between 2000 - 2010
-
Making a multiplayer server
Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.
-
[Discussion] What are some old C++ open source projects you wish were still active?
RakNet. It's been forked but still not that active.
-
I want to make a game for Linux. Where do I even start?
RakNet (UDP network library)
MessagePack
-
What is the fastest way to encode the arbitrary struct into bytes?
so appreciate such a detailed reply, thanks. btw, why did you choose tinylib/msgp from 4 available go-impls?
-
Using Arduino as input to Rust project (help needed)
If you find you're running the serial connection at maximum speed and it's still not fast enough, try switching to a more compact binary encoding that has both Serde and Arduino implementations, like MsgPack... though I don't remember enough about its format off the top of my head to tell you the easiest way to put an unambiguous header on each packet/message to make the protocol self-synchronizing.
-
Java Serialization with Protocol Buffers
The information can be stored in a database or as files, serialized in a standard format and with a schema agreed with your Data Engineering team. Depending on your information and requirements, it can be as simple as CSV, XML or JSON, or Big Data formats such as Parquet, Avro, ORC, Arrow, or message serialization formats like Protocol Buffers, FlatBuffers, MessagePack, Thrift, or Cap'n Proto.
-
Multiplayer Networking Solutions
MessagePack Similar to JSONs, just more compact, although not as much as the ones above. Still, it's usefull to retain some readability in your messages.
-
Sketch crashes with "Soft WDT reset" randomly (ArduinoJSON and HTTPClient)
I'll try that msgpack.org website.
- Unknown encryption method ?
-
GitHub - realtimetech-solution/opack: Fast object or data serialize and deserialize library
First of all, you're comparing this to GSON and Kryo, how does it compare to Msgpack, fast-serialization, but also Elsa and I'm sure, many others? Are there any limitations and/or trade-offs?
-
Optimal dispatcher for json messages ?
Upvote for msgpack, one of the great undervalued message protocols available.
-
Rust is just as fast as C/C++
I have two suggestions Capnproto, MessagePack (those are only the two examples that came to mind first, i bet there are even one or two especially developed for rust). Both of these are better than json in nearly every way.
-
msgspec - a fast & friendly JSON/MessagePack library
Encode messages as JSON or MessagePack.
What are some alternatives?
Simple-WebSocket-Server
FlatBuffers - FlatBuffers: Memory Efficient Serialization Library
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
Kryo - Java binary serialization and cloning: fast, efficient, automatic
POCO - The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.
Cap'n Proto - Cap'n Proto serialization/RPC system - core tools and C++ library
netcode.io - A protocol for secure client/server connections over UDP
Protobuf - Protocol Buffers - Google's data interchange format
WebSocket++ - C++ websocket client/server library
protostuff - Java serialization library, proto compiler, code generator
libcurl - A command line tool and library for transferring data with URL syntax, supporting DICT, FILE, FTP, FTPS, GOPHER, GOPHERS, HTTP, HTTPS, IMAP, IMAPS, LDAP, LDAPS, MQTT, POP3, POP3S, RTMP, RTMPS, RTSP, SCP, SFTP, SMB, SMBS, SMTP, SMTPS, TELNET, TFTP, WS and WSS. libcurl offers a myriad of powerful features
ZLib - A massively spiffy yet delicately unobtrusive compression library.